我正试图通过套接字制作国际象棋游戏。 有一个服务器负责将电路板发送给播放器,获取输入和响应等等。 我试图创建一个客户端服务器(实际上是2客户端和服务器),但它不起作用。 客户端正确连接到服务器,但是已发送的数据不正确。 例如,我从客户端发送“E2-C3”; recv结果(在服务器端)始终为0,或者它打印垃圾。
客户:
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <winsock2.h>
#include <ws2tcpip.h>
#include <stdlib.h>
#include <stdio.h>
#include <iostream>
#include <string>
#include <sys/types.h>
// Need to link with Ws2_32.lib, Mswsock.lib, and Advapi32.lib
#pragma comment (lib, "Ws2_32.lib")
#pragma comment (lib, "Mswsock.lib")
#pragma comment (lib, "AdvApi32.lib")
using namespace std;
#define SERVER_IP "1.1.1.1"
#define SERVER_PORT 8888
#define BUFFER_SIZE 1024
// server side
#define INVALID_MOVE 00
#define PLEASE_ENTER_A_MOVE 15
#define PRINT_BOARD 20
#define END_GAME 30
// client side
#define MOVE 10
int __cdecl main()
{
WSADATA info;
int errorDATA; // configuriation
int socketCreate; // create the socket - empty
SOCKADDR_IN ClientService; // configuriation (stage 3) - data of the server.
int connectResult;
char sendBuf[1024], recvbuf[1024];
int iResult;
/*Configuration*/
errorDATA = WSAStartup(MAKEWORD(2, 2), &info);
if (errorDATA == INVALID_SOCKET)
{
printf("WSAStartup failed with error : %d\n", errorDATA);
return -1;
}
/*Create empty socket*/
socketCreate = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); // creating the socket "Clean - empty"
if (socketCreate == INVALID_SOCKET)
{
printf("Error number %d in creating socket!\n", WSAGetLastError());
return -1;
}
printf("Creating socket SUCCEEDED!\n");
/*Confugirate the created socket*/
ClientService.sin_family = AF_INET;
ClientService.sin_addr.s_addr = inet_addr(SERVER_IP); // server's ip
ClientService.sin_port = htons(SERVER_PORT);
/*Asking for connection*/
connectResult = connect(socketCreate, (struct sockaddr*) &ClientService, sizeof(ClientService));
while (1)
{
cout << "Please enter a move : " << endl;
cin >> sendBuf;
iResult = send(socketCreate, sendBuf, (int)strlen(sendBuf), 0);
if (iResult == SOCKET_ERROR) {
printf("send failed with error: %d\n", WSAGetLastError());
closesocket(socketCreate);
WSACleanup();
return 1;
}
// MOVE
iResult = recv(socketCreate, recvbuf, strlen(recvbuf), 0);
if (iResult > 0)
{
if (recvbuf[0] == '0' && recvbuf[1] == '0')
{
cout << "You've entered an illegal move. Please try again." << endl;
continue;
}
else if (recvbuf[0] == '2' && recvbuf[1] == '0')
{
// print the board.
bool keepGoing = 0;
do
{
iResult = recv(socketCreate, recvbuf, strlen(recvbuf), 0);
if (iResult > 0)
{
if (recvbuf[0] == '1' && recvbuf[1] == '5')
{
keepGoing = true;
continue;
}
}
} while (!keepGoing);
}
}
else if (iResult == 0)
printf("Connection closed\n");
else
printf("recv failed with error: %d\n", WSAGetLastError());
}
printf("Bytes Sent: %ld\n", iResult);
// shutdown the connection since no more data will be sent
iResult = shutdown(socketCreate, SD_SEND);
if (iResult == SOCKET_ERROR) {
printf("shutdown failed with error: %d\n", WSAGetLastError());
closesocket(socketCreate);
WSACleanup();
return 1;
}
// cleanup
closesocket(socketCreate);
WSACleanup();
cin.get();
system("pause");
return 0;
}
服务器:
#include <iostream>
#include <winsock2.h>
#include <string>
#include <windows.h>
#pragma comment(lib,"ws2_32.lib")
#define MAX_NUMBER_OF_PLAYERS 1
#define BUFFER_SIZE 1024
#define LIMIT 1
// server side
#define INVALID_MOVE 00
#define PLEASE_ENTER_A_MOVE 15
#define PRINT_BOARD 20
#define END_GAME 30
// client side
#define MOVE 10
using namespace std;
int main()
{
WSADATA WsaDat;
SOCKET clientsock[2];
int minsock = 0;
int numsocks = MAX_NUMBER_OF_PLAYERS;
if (WSAStartup(MAKEWORD(2, 2), &WsaDat) != 0)
{
std::cout << "WSA Initialization failed!\r\n";
WSACleanup();
system("PAUSE");
return 0;
}
SOCKET serverSocket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (serverSocket == INVALID_SOCKET)
{
std::cout << "Socket creation failed.\r\n";
WSACleanup();
system("PAUSE");
return 0;
}
SOCKADDR_IN serverInf;
serverInf.sin_family = AF_INET;
serverInf.sin_addr.s_addr = INADDR_ANY;
serverInf.sin_port = htons(8888);
if (bind(serverSocket, (SOCKADDR*)(&serverInf), sizeof(serverInf)) == SOCKET_ERROR)
{
std::cout << "Unable to bind socket!\r\n";
WSACleanup();
system("PAUSE");
return 0;
}
listen(serverSocket, 5);
clientsock[0] = accept(serverSocket, NULL, NULL);
cout << "Client 1 has connected." << endl;
clientsock[1] = accept(serverSocket, NULL, NULL);
cout << "Client 2 has connected." << endl;
for (int i = 0; i < 2; i++)
{
cout << clientsock[i] << endl;
}
// If iMode!=0, non-blocking mode is enabled.
u_long iMode = 1;
ioctlsocket(serverSocket, FIONBIO, &iMode);
char client1_buffer[BUFFER_SIZE];
char client2_buffer[BUFFER_SIZE];
char* clientBuffer;
// until there isn't a mate.
bool gameRunning = true;
// user represents if it's user1 (0), or user2(1)
bool user = 0;
while (gameRunning)
{
if (!user)
clientBuffer = client1_buffer;
else
clientBuffer = client2_buffer;
int in = recv(clientsock[0], client1_buffer, 0, 0);
cout << in << endl;
if (in > 0)
{
// CHECKS
// MOVE COMMAND
// IF worked, send the board to both clients. if current user = 1 ==> do user to 0 | if the user = 0 => do user to 11
// ELSE, send the current client (clientsock[user]) Error message and ask for a command again.
cout << client1_buffer << endl;
cout << " IN RECV";
char* szMessage = "15";
send(clientsock[0], szMessage, strlen(szMessage), 0);
}
else if (in == 0)
{
// The connection has closed.
// REMEMBER : SAVE THE GAME SITUATION.
}
else
{
printf("recv failed: %d\n", WSAGetLastError());
// SEND ERROR MESSAGE TO BOTH CLIENTS
}
}
// Shutdown our socket
shutdown(serverSocket, SD_SEND);
// Close our socket entirely
closesocket(serverSocket);
WSACleanup();
system("pause");
return 0;
}
答案 0 :(得分:4)
汉斯说的话。加上这个:
int in = recv(clientsock[0], client1_buffer, 0, 0);
你可能想说这个:
int in = recv(clientsock[0], client1_buffer, BUFFER_SIZE, 0);
此外,你正在犯一个很多人用套接字制作的根本错误。您假设您的服务器上的recv
调用将返回由客户端传递给相应的send
调用的字节数。碎片,分段和其他网络内容可能会导致您只接收在其他节点send
呼叫上发送的部分消息。 (因此,TCP是他们所说的流协议)。
您应该努力检查recv
的返回值。编写代码,就像发送方一次只发送1个字节一样。您应该在消息之间放置分隔符(空字符很好)并在recv上循环,直到您收到完整的消息。否则,当你部署到互联网上时,在你自己的PC和本地子网上工作正常的东西会有奇怪的错误。
答案 1 :(得分:2)
问题是
strlen(recvbuf)
你可能意味着
sizeof(recvbuf)
strlen(recvbuf)没有意义之前你收到数据,因为你的缓冲区只包含垃圾,因此strlen()只是一个坏的随机数生成器。 strlen(recvbuf)有意义在之后你收到数据,如果你确定它已经填满了0.不是这样,你可以使用recv()的返回值来找出你收到了多少字节。
答案 2 :(得分:2)
在服务器文件更改
中int in = recv(clientsock[0], client1_buffer, 0,0);
到
int in = recv(clientsock[0], client1_buffer, 1024,0);
更改是要接收的日期的长度